#include "StdAfx.h" #include "DnWorldSkillUserProp.h" #include "DnSkill.h" CDnWorldSkillUserProp::CDnWorldSkillUserProp(CMultiRoom* pRoom) : CDnWorldActProp( pRoom ), m_iUseType( ONCE ), m_fCheckRadius( 0.0f ), m_iActivateElementIndex( -1 ), m_iIdleElementIndex(0), m_iNowActionElementIndex(0) { } CDnWorldSkillUserProp::~CDnWorldSkillUserProp(void) { } bool CDnWorldSkillUserProp::Initialize( CEtWorldSector *pParentSector, const char *szPropName, EtVector3 &vPos, EtVector3 &vRotate, EtVector3 &vScale ) { if( CDnWorldActProp::Initialize( pParentSector, szPropName, vPos, vRotate, vScale ) == false ) return false; if( m_hMonster ) *m_hMonster->GetMatEx() = *GetMatEx(); return true; } bool CDnWorldSkillUserProp::InitializeTable(int nTableID ) { if( CDnWorldActProp::InitializeTable( nTableID ) == false ) return false; if( GetData() ) { SkillUserStruct* pStruct = (SkillUserStruct*)GetData(); // 임시로 걍 고블린 액터 하나 만들어두면 된다. (몬스터 테이블 101번) int iMonsterTableID = 101; int iSkillID = pStruct->SkillTableID; int iSkillLevel = pStruct->SkillLevel; m_fCheckRadius = pStruct->fRadius; m_iUseType = pStruct->UseType; } return true; } bool CDnWorldSkillUserProp::CreateObject() { bool bResult = CDnWorldActProp::CreateObject(); m_iIdleElementIndex = GetElementIndex( "Idle" ); m_iActivateElementIndex = GetElementIndex( "Activate" ); return bResult; } void CDnWorldSkillUserProp::Process( LOCAL_TIME LocalTime, float fDelta ) { *(m_hMonster->GetMatEx()) = m_Cross; m_iNowActionElementIndex = GetElementIndex( GetCurrentAction() ); // TODO: 일단 테스트이므로 곧장 activate 되도록 하자. if( m_iActivateElementIndex != m_iNowActionElementIndex ) CmdAction( "Activate" ); // TODO: 어쩔 수 없이 매 프레임 ScanActor를 해야 함. 피아구분에 따라 Scan 하는 것이 다르도록 해야함. // 일단 현재는 범위 체크로 오라와 같은 역할을 하도록 한다. DNVector(DnActorHandle) vlNeighboringActors; CDnActor::ScanActor( GetRoom(), *GetPosition(), m_fCheckRadius, vlNeighboringActors ); if( false == vlNeighboringActors.empty() ) { // 영향 받는 액터들을 갱신함 set setPrevAffectedActorsID = m_setAffectedActorsID; m_setAffectedActorsID.clear(); for( int i = 0; i < (int)vlNeighboringActors.size(); ++i ) m_setAffectedActorsID.insert( vlNeighboringActors.at(i)->GetUniqueID() ); switch( m_iUseType ) { case ONCE: { } break; case CONTINUOUS: { // set 의 차집합으로 새로 들어간 녀석과 빠진 녀석들을 골라냄. vector vlNewMember; set_difference( m_setAffectedActorsID.begin(), m_setAffectedActorsID.end(), setPrevAffectedActorsID.begin(), setPrevAffectedActorsID.end(), back_inserter(vlNewMember) ); vector vlOutMember; set_difference( setPrevAffectedActorsID.begin(), setPrevAffectedActorsID.end(), m_setAffectedActorsID.begin(), m_setAffectedActorsID.end(), back_inserter(vlOutMember) ); int iNumNewMember = (int)vlNewMember.size(); for( int iMember = 0; iMember < iNumNewMember; ++iMember ) { // 스킬이 갖고 있는 상태효과 추가.. DnActorHandle hNewMember = CDnActor::FindActorFromUniqueID( GetRoom(), vlNewMember.at(iMember) ); if( hNewMember ) { DWORD dwNumStateEffect = m_hSkill->GetStateEffectCount(); for( DWORD dwStateEffect = 0; dwStateEffect < dwNumStateEffect; ++dwStateEffect ) { const CDnSkill::StateEffectStruct* pSE = m_hSkill->GetStateEffectFromIndex( dwStateEffect ); hNewMember->CmdAddStateEffect( m_hSkill->GetInfo(), (STATE_BLOW::emBLOW_INDEX)pSE->nID, -1/*SE.nDurationTime*/, pSE->szValue.c_str() ); } } } int iNumOutMember = (int)vlOutMember.size(); for( int iMember = 0; iMember < iNumOutMember; ++iMember ) { // 스킬이 갖고 있는 상태효과 제거. DnActorHandle hOutMember = CDnActor::FindActorFromUniqueID( GetRoom(), vlOutMember.at(iMember) ); if( hOutMember ) { DWORD dwNumStateEffect = m_hSkill->GetStateEffectCount(); for( DWORD dwStateEffect = 0; dwStateEffect < dwNumStateEffect; ++dwStateEffect ) { const CDnSkill::StateEffectStruct* pSE = m_hSkill->GetStateEffectFromIndex( dwStateEffect ); hOutMember->CmdRemoveStateEffect( (STATE_BLOW::emBLOW_INDEX)pSE->nID ); //hOutMember->DelStateBlow( (STATE_BLOW::emBLOW_INDEX)SE.nID ); } } } } break; } } } void CDnWorldSkillUserProp::OnSignal( SignalTypeEnum Type, void* pPtr, LOCAL_TIME LocalTime, LOCAL_TIME SignalStartTime, LOCAL_TIME SignalEndTime, int nSignalIndex ) { //switch( Type ) //{ // case STE_UsePropSkill: // { // CmdAction( "Activate" ); // } // break; //} }